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Immortals Handbook - Grimoire (Artifacts, Epic Magic discussion)
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<blockquote data-quote="paradox42" data-source="post: 3311736" data-attributes="member: 29746"><p>The DMG page in 3.5 is 199, specifically the section on "Magic Items as Gear." The exact wording (it's the first whole paragraph in that section) actually just presents it as a suggestion for controlling character gear imbalance, not as a rule or mandate. In my own games I've usually done a soft limit of 1/2 the character wealth, but usually the player doesn't even try for that much- they want too many items to try throwing it all into one big helper. This is probably at least partly because I typically use random treasure in my games, due to having made a program to generate it years ago, and therefore the PC is unlikely to find immediately useful items in the very first treasure pile he/she/it comes across. Thus, the starting gear should ideally be "built to last" as it were.</p><p></p><p>Oddly, though, players in my games have shied away from using charged items or consumables like potions and scrolls, even though they find potential replacements in treasure piles frequently (historically, they typically sell the ones they find in short order upon getting to a market of sufficient size). Players have actually had arguments with the "treasure guy" (one player usually tracks party treasure in an Excel spreadsheet made for the purpose) about how keeping the healing potions was a good idea. If this is a common thing in other peoples' games, I wonder if the artifact rules shouldn't take this into account somehow?</p><p></p><p>AFAIK the psionics rule is that you don't get to spend more on a <em>single manifestation</em> than your manifester level, not specifically within one round. Characters with access to powers like <em>Schism</em> and powers that can manifest as Swift actions, can and do exceed their manifester level in powers used in a single round. It's essential to allowing a psionic PC to compete with spellcasters using Quickened spells and "swift spells" with a normal casting time of 1 Swift action.</p></blockquote><p></p>
[QUOTE="paradox42, post: 3311736, member: 29746"] The DMG page in 3.5 is 199, specifically the section on "Magic Items as Gear." The exact wording (it's the first whole paragraph in that section) actually just presents it as a suggestion for controlling character gear imbalance, not as a rule or mandate. In my own games I've usually done a soft limit of 1/2 the character wealth, but usually the player doesn't even try for that much- they want too many items to try throwing it all into one big helper. This is probably at least partly because I typically use random treasure in my games, due to having made a program to generate it years ago, and therefore the PC is unlikely to find immediately useful items in the very first treasure pile he/she/it comes across. Thus, the starting gear should ideally be "built to last" as it were. Oddly, though, players in my games have shied away from using charged items or consumables like potions and scrolls, even though they find potential replacements in treasure piles frequently (historically, they typically sell the ones they find in short order upon getting to a market of sufficient size). Players have actually had arguments with the "treasure guy" (one player usually tracks party treasure in an Excel spreadsheet made for the purpose) about how keeping the healing potions was a good idea. If this is a common thing in other peoples' games, I wonder if the artifact rules shouldn't take this into account somehow? AFAIK the psionics rule is that you don't get to spend more on a [i]single manifestation[/i] than your manifester level, not specifically within one round. Characters with access to powers like [i]Schism[/i] and powers that can manifest as Swift actions, can and do exceed their manifester level in powers used in a single round. It's essential to allowing a psionic PC to compete with spellcasters using Quickened spells and "swift spells" with a normal casting time of 1 Swift action. [/QUOTE]
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Immortals Handbook - Grimoire (Artifacts, Epic Magic discussion)
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